/**
 *
 * @author Axel Huizinga - axel@cunity.me
 * All rights reserved
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *   - Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
 *   - Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR & CONTRIBUTERS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR & CONTRIBUTORS
 * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
 * THE POSSIBILITY OF SUCH DAMAGE.
 */

package me.cunity.effects.phx;

import flash.display.Sprite;
import flash.display.DisplayObject;
import me.cunity.effects.Physics;
import phx.Material;
import phx.Vector;

typedef Pos = {
	public var x:Float;
	public var y:Float;
}

class CircleSprite extends phx.Circle
{
	public var display(default, setDisplay):DisplayObject;
	//var _display:DisplayObject;
	public var sprite:Sprite;
	
	public function new(radius, offset :Vector, ?material:Material, ?d:DisplayObject) 
	{
		super(radius, offset, material);
		display = d;
		trace(display);
	}
	
	public function setDisplay(d:DisplayObject):DisplayObject {
		var prev:DisplayObject = display;
		
		if (sprite == null) {			
			sprite = new Sprite();
			Physics.clip.addChild(sprite);
		}
		display = sprite.addChild(d);
		display.x = display.y = -d.width/2;
		return prev;
	}
	
}